[Extension] Reforestation for VP

I really like this mod, and I believe this is the only mod that allows players to plant jungles on tiles.
Thank you very much, the original idea was not mine but the addition of the possibility of planting jungles, yes, with the help of @adan_eslavo for the code.
Could you make this mod work for vanilla Civ5?
No, alas, I haven't played with Vanilla for at least 6 years, it's so poor compared to what VP brings. So I don't even know what functions I could use to make it compatible. I know on the other hand that some come exclusively from VP but I think they are inherited from DLL - Various Mod Components from Whoward. which you can find there.
I haven't tried it but maybe the mod works under Vanilla with Whoward's mod.
 
I believe this is the one that FramedArchitect made for vanilla Civ 5.

I don't really know how it plays out, I think it's using some kind of Lua function.
 
Thank you very much, the original idea was not mine but the addition of the possibility of planting jungles, yes, with the help of @adan_eslavo for the code.

No, alas, I haven't played with Vanilla for at least 6 years, it's so poor compared to what VP brings. So I don't even know what functions I could use to make it compatible. I know on the other hand that some come exclusively from VP but I think they are inherited from DLL - Various Mod Components from Whoward. which you can find there.
I haven't tried it but maybe the mod works under Vanilla with Whoward's mod.
Thanks for your reply.
I am new to this forum and I am also quite new to CIV5 mods. I noticed Whoward and his website, but it seems like his website only contains a list of mods.
maybe the mod works under Vanilla with Whoward's mod.
What should I do to make this mod work with Whoward's mod in vanilla BNW?
 
Since you brought it up from this thread, it reminds me some problems I encountered with your mod (great mod, btw, I love it) :
  • The resource spawn means that some times, a luxury which does not exists in the game suddenly appear in the game (like not having a single dye in the map, and suddenly BAM).
  • I would limit resource spawn at the very least to resources already present on map, to counter point 1. Although allowing luxuries can completely screw the monopoly mechanic.
  • Thought I honestly would solely allow bonus resources which does not require to remove the forest. As of now, it means only camp, probably only deers.
I don't know if you already addressed it, or part of it. It's been some times since I haven't play a game which allowed high amount of forest plantation.

EDIT : Just checked, I guess removing lines 160 to 166 from Reforestation.lua would prevent resources from spawning ? Maybe there is a cleaner way to do it thought ?
 
Last edited:
great mod, btw, I love it
Thanks :).
  • The resource spawn means that some times, a luxury which does not exists in the game suddenly appear in the game (like not having a single dye in the map, and suddenly BAM).
  • I would limit resource spawn at the very least to resources already present on map, to counter point 1. Although allowing luxuries can completely screw the monopoly mechanic.
  • Thought I honestly would solely allow bonus resources which does not require to remove the forest. As of now, it means only camp, probably only deers.
I understand that you might not like it, but I quite like the possibility of finding a luxury resource, whether it exists or not. The AI also plants jungles and forests and so he can also have this chance.
EDIT : Just checked, I guess removing lines 160 to 166 from Reforestation.lua would prevent resources from spawning ? Maybe there is a cleaner way to do it thought ?
If you want to get rid of the unexpected appearance of resources, it is best to remove the following lines for forest:
Code:
    local iRandomNumber = random(1, 100)
   
    if iRandomNumber <= 5 then
        local eChosenResource = GameInfo.Resources[tSpawnResourcesForest[random(#tSpawnResourcesForest)]].ID
       
        if eChosenResource then
            pPlot:SetResourceType(eChosenResource, 1)
        end
    end
and for jungles:
Code:
    local iRandomNumber = random(1, 100)
   
    if iRandomNumber <= 5 then
        local eChosenResource = GameInfo.Resources[tSpawnResourcesJungle[random(#tSpawnResourcesJungle)]].ID
       
        if eChosenResource then
            pPlot:SetResourceType(eChosenResource, 1)
        end
    end
 
I played a game with this mod for the first time in a long time.
I found that the improvement AI was often in a situation where it decided to replace literally everything with forest/jungle: lumbermills apparently valued that highly, especially with industry.

I was wondering if perhaps it would be sensible to have it so that new forest/jungle can only be planted adjacent to an existing forest/jungle (perhaps even 2 other forest/jungle).
The idea of growing an existing environment instead of being able to nucleate a completely new one.
 
I was wondering if perhaps it would be sensible to have it so that new forest/jungle can only be planted adjacent to an existing forest/jungle (perhaps even 2 other forest/jungle).
The idea of growing an existing environment instead of being able to nucleate a completely new one.
It seems like a good idea but at the same time there are many examples of forests planted in an area that had none at all before or almost none. I'm afraid this will limit the possibilities on an island for example.
 
Yes, it would have to sacrifice these cases in the name of gameplay unfortunately.
I think that removing the generation of resources other than bonuses (actually deer, I think they are the only ones + Hardwood with MRfVP) would be a good balance, for the rest, I have to think about it or have more opinion in your direction :).
 
I think the way to go is just setup some booleans at the top of the lua that allow user to fine tune the more controversial options, and then weave them into your functions as conditionals before doing whatever task.

At the top of the main Lua in treesuccesion I did this and so far I haven't heard any feedback about spawn rates or inappropriate plots etc., Can pretty much turn everything up or down, on or off, that anyone would ever want... Or instead of boolean if you had a LuxurySpawnChance and BonusSpawnChance declared somewhere user accessible, everyone could just set this to whatever suits them
 
I think the way to go is just setup some booleans at the top of the lua that allow user to fine tune the more controversial options, and then weave them into your functions as conditionals before doing whatever task.

At the top of the main Lua in treesuccesion I did this and so far I haven't heard any feedback about spawn rates or inappropriate plots etc., Can pretty much turn everything up or down, on or off, that anyone would ever want... Or instead of boolean if you had a LuxurySpawnChance and BonusSpawnChance declared somewhere user accessible, everyone could just set this to whatever suits them
Thank you, It's a very good idea :thumbsup:. I'm going to try to do that.
 
Stupid and illogical request but can you make it so that the forest doesn't remove the trading post when planting on it? I'm playing with Dynamic Towns mod and I don't want to destroy a completely evolved town just for some extra hammers. Especially on Epic speed where just building a lv1 village (renamed trading post) takes around 30 turns.
 
Stupid and illogical request but can you make it so that the forest doesn't remove the trading post when planting on it? I'm playing with Dynamic Towns mod and I don't want to destroy a completely evolved town just for some extra hammers. Especially on Epic speed where just building a lv1 village (renamed trading post) takes around 30 turns.
Unfortunately I think it's not possible code-wise, and also it doesn't make sense gameplay-wise as normally you cannot construct a village on a forested tile without removing the forest.
 
Unfortunately I think it's not possible code-wise, and also it doesn't make sense gameplay-wise as normally you cannot construct a village on a forested tile without removing the forest.
The village in Dynamic Towns is just a renamed trading post which can be build on top of a forest even in vanilla. But I can see what you mean about coding.
 
The village in Dynamic Towns is just a renamed trading post which can be build on top of a forest even in vanilla. But I can see what you mean about coding.
Do you play non-VP Civ 5 ? In Vox Populi, villages definitely need the forest to be removed first.
 
Joey's playing with another mod. Sadly the way this code works is that the forest is like an improvement, so it will kill off the trading post.
Would need some janky lua implementation I can't even imagine, since the worker would still need to be working on the new improvement while the old one was still there?
 
Back
Top Bottom